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Question by Khash Firestorm · Jul 02, 2013 at 11:11 PM · alphasurfacediffusesurfaceshader

Alpha Diffuse Surface Shader issue

Hi!

I'm trying to build some custom shaders for my next title but I bumped into some problems. As you can see on picture below:

top left: looks relatively fine

other pictures shows issues with sorting rendered mesh. (whole "ground" is a single mesh)

alt text

for makign screenshot I have used a bit modified shader: Shader "Transparent/Diffuse" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {} }

 SubShader {
     Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
     LOD 200
 
 CGPROGRAM
 #pragma surface surf Lambert alpha
 
 sampler2D _MainTex;
 fixed4 _Color;
 
 struct Input {
     float2 uv_MainTex;
 };
 
 void surf (Input IN, inout SurfaceOutput o) {
     fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
     o.Albedo = c.rgb;
     o.Alpha = c.a;
 }
 ENDCG
 }
 
 Fallback "Transparent/VertexLit"
 }

Bud I get exactly same issue with native version of this shader (its default Alpha-Diffuse.shader avaliable with unity)

issue dissapears as soon as I use:

     #pragma surface surf Lambert

instead of

     #pragma surface surf Lambert alpha

but I simply need to be able use transparency in shader.

Any help would be much appreciated.

Thank you

strange effect.jpg (116.4 kB)
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Answer by Paulius-Liekis · Dec 24, 2013 at 09:41 AM

Once you add "alpha" it disables writing into ZBuffer and then it can overdraw itself. I think in your case you don't need alpha-blendting, but alpha-testing. There is a pragma for that: alphatest:VariableName (http://docs.unity3d.com/Documentation/Components/SL-SurfaceShaders.html).

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avatar image Khash Firestorm · Dec 24, 2013 at 02:22 PM 0
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Thank you, It is solved now but its great to get any help here :)

avatar image Khash Firestorm · Dec 24, 2013 at 02:22 PM 0
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Thanks I will test it for sure :)

avatar image Paulius-Liekis · Dec 24, 2013 at 07:12 PM 0
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